Hey!
I have general concerns regarding “how to manage many audio sources playing various clips with different pitch levels”.
Example: this could be in a platform game with thousands of platforms, each making noises when moving / exploding / etc.
Solutions:
- First I was thinking having 1 audio source component per platform, but isn’t it difficult for Unity to handle thousands audio sources in a scene?
- Then I thought about having 1 single manager that plays clips (on 1 single audio source) based on events triggered by the platforms. For having variations between pitch levels, I would just load each clip several times in memory with a different pitch level and play them randomly. But is it worth the memory consumption and the work of creating multiple clips?
- To avoid having each clip cached several times in memory, I thought about having like 6 audio sources handled by the manager, each with different pitch level and play clips randomly on those audio sources.
Do you have any thoughts? Thanks
Notes:
- I only refer to Unity engine, not using external audio tools like Wwise or Fmod
- No 3D spatialisation of the sound